Hi Mike, the bad news are that I still don't know the depth of all objects (I 'could' find out with a glreadpixels but it may inroduce some latency. And it will only be practical for one object only.) But this is a workaround in the sense that by differentiating between different selection requirements (enumerate and select first) I have eliminated the need to know the depth value of each and every object under the cursor, I just want to know which one is the first. There are methods to sort objects and get their depth by using occlusion quiries and multiple passes(by actually extending the technique I do here) but the readback of depth for each and every object may kill the benefit of using occlusion queries in the first place. In essence this problem stays open. There are some great opinions by various people here http://blenderartists.org/forum/showthread.php?238426-why-is-gl_select-still-used-to-select-objects-in-Blender on the subject.
This patch actually mostly works around a limitation of ATI cards so maybe it can serve until they fix this in their driver. Maybe in this sense I shouldn't be posting it for review at all. But it is here for consideration, or maybe it could be used for a separate ATI specific version. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
